Saison de la perte
Saison de la perte back
Clique pour retourner la carte
Saison de la perte

Rituel

Choisissez jusqu'à une valeur de cinq {P} de modes. Vous pouvez choisir le même mode plus d'une fois.
{P} — Chaque joueur sacrifie une créature.
{P}{P} — Piochez une carte pour chaque créature que vous contrôliez qui est morte ce tour-ci.
{P}{P}{P} — Chaque adversaire perd X points de vie, X étant le nombre de cartes de créature dans votre cimetière.
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

No player can cast spells or activate abilities in between the modes of a resolving spell.
If a Season is copied, the effect that creates the copy will usually allow you to choose new targets, but you can’t choose new modes.
You choose the modes as you cast the spell. Once modes are chosen, they can’t be changed.
You don’t have to choose modes that add up to exactly five pawprints. For example, you could choose the two pawprint mode twice and leave it at that. You could even choose no modes at all. You probably shouldn’t, but you could.
The pawprint symbol does not represent a cost, mana, counters, or any kind of persistent resource. You can’t “save up” pawprint symbols from one Season spell to use on a future one, mostly because there isn’t anything concrete to save up. They’re just pawprints.
When you’re following the instructions from the first mode, first the player whose turn it is chooses which creature they’re going to sacrifice, then each other player in turn order does the same. Players will know the choices of previous players when making their choices. Then all chosen creatures are sacrificed by their controllers simultaneously. Repeat this process for each additional time the first mode was chosen.
No matter which combination of modes you choose, you always follow the instructions of a Season in the order they are written. If the same mode is chosen more than once, you choose their relative order as you cast the spell.
If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
If all targets for the chosen modes become illegal before the Season resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
No player can cast spells or activate abilities in between the modes of a resolving spell.
If a Season is copied, the effect that creates the copy will usually allow you to choose new targets, but you can’t choose new modes.
You choose the modes as you cast the spell. Once modes are chosen, they can’t be changed.
You don’t have to choose modes that add up to exactly five pawprints. For example, you could choose the two pawprint mode twice and leave it at that. You could even choose no modes at all. You probably shouldn’t, but you could.
The pawprint symbol does not represent a cost, mana, counters, or any kind of persistent resource. You can’t “save up” pawprint symbols from one Season spell to use on a future one, mostly because there isn’t anything concrete to save up. They’re just pawprints.
When you’re following the instructions from the first mode, first the player whose turn it is chooses which creature they’re going to sacrifice, then each other player in turn order does the same. Players will know the choices of previous players when making their choices. Then all chosen creatures are sacrificed by their controllers simultaneously. Repeat this process for each additional time the first mode was chosen.
No matter which combination of modes you choose, you always follow the instructions of a Season in the order they are written. If the same mode is chosen more than once, you choose their relative order as you cast the spell.
If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
If all targets for the chosen modes become illegal before the Season resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
Votre collection ? vos decks ?
Envie de gérer votre collection et/ou créer des decks ?
Côte

Réimpressions

Cartes liées

Liens
Les tags MCT